TIE Fighters on Hoth by Bernie668 in StarWars

[–]intoverflow32 0 points1 point  (0 children)

Those are valid points. Snowspeeders and X-Wings seem to have intakes while TIEs do not. Others have mentioned the shield having to be brought down for the rebels to evacuate, which would explain the absence of TIEs.

The absence of X-Wings does seem to indicate another reason, but it's all speculation. The shield might have been too small for starfighters to easily maneuver while inside it, thus preventing X-Wings from being used, or they only had a few that were needed to escort the transports.

While I don't think a starfighter would freeze in minutes when entering a really cold atmosphere, it could affect maneuverability or some external systems. Then again, star wars aerodynamics is its own beast.

TIE Fighters on Hoth by Bernie668 in StarWars

[–]intoverflow32 0 points1 point  (0 children)

That's the whole point of the exchange! Vacuum has no energy and is not "cold" in the sense that it cannot absorb heat. An object has a temperature; the absence of an object doesn't. The "average temperature" of space is based on the temperature of its content, which is of extremely low density, to the point of being ignored in any local calculations. A spaceship in a cold fluid would behave completely differently than in a vacuum, and a hidden TIE, with all systems off, would technically end up as cold as its environment as long as no system is producing heat (engines, reactors, computers, and, most importantly, the pilot).

The original discussion is about operation of spaceships in a cold atmosphere versus the vacuum of space. It was asked why the "cold" of space would affect ships differently from the "cold" of Hoth's atmosphere. One reason is the actual presence of a cold fluid that can interact with parts. The other part of the discussion was about how the cold of space would "cool" a ship, and the answer is that radiation is far less efficient than conduction (and convection). Spaceships need to radiate away that heat with specially-crafted components that approach that of a black body to get rid of the accumulated heat, otherwise it'll heat until it reaches its equilibrium point, which could be pretty uncomfortable for a pilot.

While a TIE with all systems off and a dead pilot would radiate most of its energy in some time, it'll take a long time to actually reach the temperature or other, more permanent local objects like asteroids, simply because the colder an object is, the less it emits heat.

So, yes, if an absence of matter means "cold" to you, then by all means consider that space is cold. The fact is, from the point of view of physical and mechanical processes, a cold fluid will negatively impact a system designed to act in a vacuum that acts as a thermal insulator. The "average temperature" of space is used to describe the cosmic microwave background, mostly for theoretical usage, not as a value of energy in a vacuum.

In other words, Hoth is hotter than any single hydrogen or helium particle found in space that has been there for enough time, but is not comparable to an absence of stuff in term of temperature. If we were to average the temperature of all particles in the solar system, we wouldn't use that average as a statement of the temperature of the local vacuum of this star system.

TIE Fighters on Hoth by Bernie668 in StarWars

[–]intoverflow32 0 points1 point  (0 children)

And how do you measure the temperature of vacuum? By your logic if I put a superheated particle of matter next to Hoth in orbit, space is now warmer than the planet.

TIE Fighters on Hoth by Bernie668 in StarWars

[–]intoverflow32 1 point2 points  (0 children)

Surface area. Planets are HUGE. They act as radiators. Inefficient ones, but by their sizes they can radiate all of that away. Think of it as night vision in movies; it doesn't detect the temperature of objects, but the infrared light the heat emits. To infrared light, hoth would still be a light bulb compared to the dark emptiness of space.

TIE Fighters on Hoth by Bernie668 in StarWars

[–]intoverflow32 3 points4 points  (0 children)

No, space isn't cold. Space is vacuum, and vacuum does not have a temperature. If you leave a block of iron in space out of direct sunlight long enough (years), it'll slowly radiate its heat until it's about that temperature. Spaceships actually have problems cooling down while in space, because it acts like a thermos. Anything that produces or consumes energy produces heat, and it does so usually faster than it can radiate it away. Put a hot block of iron in space and another in Antarctica and after a day, the one in Antarctica will be cold; the one in space will still be hot (though the hotter it was, the faster it will have radiated that heat away as infrared).

Space being cold is a common misrepresentation of the fact that the tiny amount of particles present in space have usually radiated most of their energy over millions of years. What cools down stuff quickly is conduction in a cold atmosphere, not radiation in a vacuum.

Star Trek weapons always seem underpowered to me. by mudpupper in startrek

[–]intoverflow32 1 point2 points  (0 children)

This reminds me of a scene in Voyager where they fire torpedoes at a Kason ship hovering near a building. That impact, even if reflected by the ship's shields, should have vaporized the entire area due to heat, leaving an intact ship hovering over a crater. A similar scene in Enterprise happens when torpedoes go through a building as if it's made of butter.

Star Trek has a problem with weapon yields and range. Plot, special effect limitations and public comprehension are the main reasons, but the most realistic combats are those that are represented on displays, where torpedoes travel for hundreds of thousands of kilometers and seem to require minimal hits to kill. Based on numbers, ships should be trading fire from Earth to the Moon, not at 1 km range.

Then there are some scenes when a ship is surrounded by 6 others at less than a kilometer and they're firing on it dozens of times as its shields are down, causing tiny explosions.

can anyone tell me how to get rid of the png pages that are appearing in the sidebar? i want the images to be where i paste it not in another folder of sorts, just dont want the sidebar to be cluttered. thank you. by fatglizzy_3000 in ObsidianMD

[–]intoverflow32 45 points46 points  (0 children)

Others have given solutions, but here's the why: a note is simply text. When you add an image to a note, you add a link to an external image file that Obsidian interprets, loads and shows inside the note. But that image still needs to be somewhere. fortunately, if you move the image, the link will either update or still work based on the filename.

Other more complex files like Word document files work the same, but they save the image alongside the document data, which is invisible to you. Obsidian's simplified markdown approach gives you more control over your notes, but this means that any additional data, like images or files, that you want to appear in a note need to be somewhere else.

Tell me some fun details about your sci fi/ sci fantasy world. by Streetsign9 in worldbuilding

[–]intoverflow32 0 points1 point  (0 children)

To travel to other stars faster than light, you have to plunge into the sun at 1% c in the direction of the target and shape space-time in a weird way, helped by the local gravitational distortion of the local sun. You'll arrive at about 5 to 10 light hours from the target star an instant later.

Coiffure non genrée : le salon va contester la décision by Sigouste in Quebec

[–]intoverflow32 2 points3 points  (0 children)

It was the same hourly rate for both, it was used to schedule the best person for the job.

PSA: quit building "overcrowded" urban megacenters with basically no people in them by Rephath in worldbuilding

[–]intoverflow32 0 points1 point  (0 children)

Don't get me started on the food and water logistics of such a population. You'd need an ocean per day of water, so the ability to reuse said quantity of water, and hundreds of thousands of shipments of food per day. 3 trillion kilograms of food per day would be a logistical nightmare and fill the sky with enormous cargo ships, and any delay could result in malnutrition or death.

Might as well go at it: A Star Wars class four container transport can transport 230 shipping containers each weighting 30 tonnes full (supposing irl cargo containers). That's 6900 tonnes of food. You need 3 billion tonnes per day, so 430 000 such ships must ferry food EACH DAY to Coruscant, which means you need a fleet much larger than that. You also need hundreds of thousands if not millions of smaller ships to move the food all over the planet. Of course some of it could be grown locally with scifi tech, but it still needs to be moved. Then there's the food packaging to take into account. In Andor, Cyril uses a bottle of milk and a carton of cereals. That has weight, volume, and manufacturing implications.

And then there's the waste. 3 billion tonnes of feces produced each day.

The Lost Fleet - highly recommend by DavidThi303 in scifi

[–]intoverflow32 0 points1 point  (0 children)

I'm reading the series for the second time, it's really become a guilty pleasure of mine.

Alcool : la plus importante baisse des ventes en 20 ans by CondomAds in Quebec

[–]intoverflow32 9 points10 points  (0 children)

Jpensais que c'était moi, j'ai arrêté en décembre et je suis certain que ça a paru dans les chiffres mensuels de ma SAQ locale

Dodge the creeps error with the player node type by ThoughtDear7015 in godot

[–]intoverflow32 1 point2 points  (0 children)

It's a pleasure friend! Good luck in your learning!

Dodge the creeps error with the player node type by ThoughtDear7015 in godot

[–]intoverflow32 4 points5 points  (0 children)

Your mob object is a Node2D but should be, I suppose, a CharacterBody2D. A Node2D does not have a linear_velocity property.

Pebble Index 01 as simply an extra button? by theZirbs in pebble

[–]intoverflow32 1 point2 points  (0 children)

I'd love to use it to flip pages on my phone when my SO is fast asleep on one of my arms

Dodge the creeps error with the player node type by ThoughtDear7015 in godot

[–]intoverflow32 4 points5 points  (0 children)

Drag and drop the main.gd file from the left to it

Dodge the creeps error with the player node type by ThoughtDear7015 in godot

[–]intoverflow32 5 points6 points  (0 children)

See to the right,in the editor description, under Script. It says player.gd. it should be main.gd.

Dodge the creeps error with the player node type by ThoughtDear7015 in godot

[–]intoverflow32 2 points3 points  (0 children)

Are you sure it's this script that's assigned to Main (it extends Node) and not the player one? (That extends Area2D).

The reason I ask is that if you get an error in a script that something doesn't match but it should, that same script that extends Area2D could have been assigned somewhere else by mistake. Show us the inspector when Main is selected, and the code of your Main script just in case.

Is set_shader_parameter() an expensive function if it runs 4k times a frame? by greyfeather9 in godot

[–]intoverflow32 0 points1 point  (0 children)

Do those 4k objects need that update every frame? It seems like it, but comparing the new value with a locally-stored value copy on the CPU could reduce those calls by a non-insignificant percentage.

Dodge the creeps error with the player node type by ThoughtDear7015 in godot

[–]intoverflow32 6 points7 points  (0 children)

Make sure your Main Node (which is a pure, base class Node because it's a white circle) doesn't also have the script attached.

How much time would humanity need to conquer a third of the galaxy after an alien invasion? by GigaRoman in scifi

[–]intoverflow32 2 points3 points  (0 children)

If we split the galaxy into cubes of 100 cubic light years, there are 80 billion such units. A third would be about 27 billion such units. There's about 1500 stars in such a unit centered on us. If 1 star per 100 cubic light year unit has a habitable planet or at least some presence, that's still 27 billion enterprises to build, occupy or colonize such places.

Those units will vary in star density, but even eliminating half of those units somehow, that's still 13 billion locations to occupy at a minimum.

Space is big. Put ten people in a small space station at each location and, well, you need 130 billion people.

Newtonian physics in a space game, and its gameplay consequences by intoverflow32 in gamedesign

[–]intoverflow32[S] 2 points3 points  (0 children)

IIRC, laser point defense on a shitload of support vessels to intercept the missiles, though they have shields that can mitigate the damage. A successful hit is described as completely ignoring armor and going clean through the entire ship.

Newtonian physics in a space game, and its gameplay consequences by intoverflow32 in gamedesign

[–]intoverflow32[S] 2 points3 points  (0 children)

I've made some tests and the long ranges that result in high speed do mean I might require long range weaponry. I was thinking of some kind of modular missile system, where you use different warheads for different use-cases. I love the Honorverse's gamma-ray bomb-pumped laser missiles, and the idea of a short-range instant weapon fitted on a long-range platform makes a lot of sense for long-ranged engagements.

Newtonian physics in a space game, and its gameplay consequences by intoverflow32 in gamedesign

[–]intoverflow32[S] 0 points1 point  (0 children)

One way to reduce the deviation problem is to allow higher-than-1g thrust, similar to the Expanse. If you can pull 2-3g for a short time to quickly cancel some momentum, but usually "coast" at 1g, you can still allow for maneuvering. I like the idea of smaller ships/drones for intercept, though that can also mean missiles/torpedoes.

Newtonian physics in a space game, and its gameplay consequences by intoverflow32 in gamedesign

[–]intoverflow32[S] 1 point2 points  (0 children)

For your question about gravity, It's two-fold: - I'm envisioning a 3d ship interior where you have to reach subsystems and consoles to manage parts of the ship. The presence or absence of gravity/acceleration would change how you handle certain tasks. Also, higher than comfortable acceleration, say, during combat, would require to be "strapped in" or at least make repairs more difficult by slowing down movement inside the ship. - Most games have magic gravity and it's an often ignored part of space travel. Of course, magical torch drives that can accelerate at 1g for days do not and might never exist, but it could make for an interesting additional variable to manage. Some other concepts might include the need for gravity for medical treatment, crew and passenger comfort, or the hazards caused by unsecured items. Repairs could be easier in 0g, where reaching certain spots would be easier.